/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingOperators/Public/CompositionOps/CurveSweepOp.h
Operation for sweeping a profile curve along a sweep curve to create a mesh.
class FCurveSweepOp : public [UE::Geometry::FDynamicMeshOperator](API\Plugins\ModelingOperators\FDynamicMeshOperator)
bool
bProfileCurveIsClosed
If true, the last profile curve point will be considered connected to the first.
bool
bSharpNormals
Whether adjacent triangles should share averaged normals or have their own (to give sharpness)
bool
bSweepCurveIsClosed
If true, the last sweep point will be considered connected to the first.
bool
bUVScaleRelativeWorld
If true, UVs are scaled to keep a consistent scale across differently sized geometry.
bool
bUVsSkipFullyWeldedEdges
Whether fully welded edges (welded vertex to welded vertex) in the profile curve should affect the UV layout, since such edges don't generate triangles.
ECapFillMode
CapFillMode
What kind of cap to create.
double
DiagonalTolerance
When QuadSplitMode is ShortestDiagonal, biases one of the diagonals so that symmetric quads are split uniformly.
EProfileSweepPo...
PolygonGroupingMode
TArray< FVector...
ProfileCurve
Inputs.
TSet< int32 >
ProfileVerticesToWeld
EProfileSweepQu...
QuadSplitMode
double
SharpNormalAngleTolerance
When using sharp normals, the degree difference that adjacent triangles can have in their normals for them to be considered "coplanar" and therefore share normals.
TArray<FFrame3...
SweepCurve
double
UnitUVInWorldCoordinates
When bUVScaleRelativeWorld is true, the size in world coordinates of 1 UV coordinate.
FVector2d
UVOffset
These values will be added to the generated UV's after applying UVScale.
FVector2d
UVScale
Generated UV's will be multiplied by these values.